Search found 194 matches

by Holy-Fire
Sat Mar 29, 2014 6:44 pm
Forum: General discussion
Topic: Newb question (Optimization)
Replies: 4
Views: 3784

Re: Newb question (Optimization)

When you hover the mouse over an item in the crafting menu and see its recipe, at the top (right below the item name) you have a label "Time:". This is the time it takes to craft it.

E.g., for iron gear wheel time is 0.5, for Science pack 1 time is 5, so one assembling machine for gears can feed 10 ...
by Holy-Fire
Thu Mar 27, 2014 8:50 pm
Forum: Not a bug
Topic: Burner inserter picks up stone and places coal
Replies: 2
Views: 2264

Re: Burner inserter picks up stone and places coal

If I understand your description, it works as designed. Unlike furnaces and assembling machines, mining drills don't create items into their inventory, rather they drop it at a designated spot. If you use an inserter to pick up directly from the drill it will pick up coal because that's the only ...
by Holy-Fire
Wed Mar 19, 2014 1:00 pm
Forum: Implemented Suggestions
Topic: More ideas for building ghosts
Replies: 7
Views: 5650

Re: More ideas for building ghosts

Coolthulhu wrote: This results in clunky behavior whenever items are completely used up (drag-placing poles, for example) and another item is picked up.
Isn't that what slot filters are for?
by Holy-Fire
Wed Mar 19, 2014 10:04 am
Forum: Gameplay Help
Topic: My trains keep crashing
Replies: 8
Views: 15159

Re: My trains keep crashing

You should put signals not only before and after the station, but along the entire track.

With the way you have done it, the whole track outside the station is a single block which the trains will not share.
by Holy-Fire
Tue Mar 18, 2014 11:54 pm
Forum: Off topic
Topic: Your first and second impression?
Replies: 27
Views: 26863

Re: Your first and second impression?

First: Hm, this is kind of fun.
Second: 7 AM? But I didn't even go to bed yet... (Well in reality it was more like 3 AM but you get the point).
by Holy-Fire
Tue Mar 11, 2014 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 6726

Re: [0.9.2] Production stats way off

Originally reported for 0.8.8, it's 0.9.2 now and this is still happening.

If you read through the original 0.8.8 thread about this isue you will notice that developer sad that they will look into this but they are not giving it a priority since it is not a gamebraking bug.
So please be a litle ...
by Holy-Fire
Mon Mar 10, 2014 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 6726

Re: [0.9.2] Production stats way off

Originally reported for 0.8.8, it's 0.9.2 now and this is still happening.
by Holy-Fire
Mon Mar 10, 2014 5:42 pm
Forum: Modding help
Topic: Can you change the formula for crafting time?
Replies: 3
Views: 2202

Re: Can you change the formula for crafting time?

Sorry for thread-jacking, but I have a very similar question, also on the topic of balancing productivity modules.

I want to change the formula for computing power consumption for a machine that has modules that modify the consumption.

The current formula is:
PowerConsumption = BasePower * (1 ...
by Holy-Fire
Sat Feb 22, 2014 7:49 pm
Forum: Show your Creations
Topic: Great Starting Coal Setup
Replies: 5
Views: 11478

Re: Great Starting Coal Setup

Well, the 2nd drill (the one feeding the box) will eventually have a full internal storage, so the 1st drill (the one fed by the inserter) will stop working. So unless you do a lot of maintenance you only get 50% efficiency.
by Holy-Fire
Fri Feb 14, 2014 1:57 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 30554

Re: Module Reballance

Another thought I'd like to reiterate - The suggestion of multiplicative energy consumption penalty really balances out the dynamics. Let's say each prod module 3 triples (or quadruples, or whatever) energy consumption. So Normally you'd want to put maybe 1-2 modules, otherwise the extra consumption ...
by Holy-Fire
Wed Jan 29, 2014 11:16 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 6970

Re: Fix the transport belts already

Of course I can work around these quirks... I just don't see how this makes sense from either a realism or gameplay viewpoint, and it leaves me spending mental energy on things I find neither interesting nor entertaining.
by Holy-Fire
Wed Jan 29, 2014 6:56 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 30554

Re: Module Reballance

I'll try to give an example.

Let's assume the following:

1. In your chain A->B->C->D->E->F->G->H->I->J, A takes 1 iron / second, and each machine takes 1 item of the previous machine per second. Until machiine J outputs a product at a rate of 1 per second.

2. Each prod module gives +10% prod, but ...
by Holy-Fire
Wed Jan 29, 2014 6:30 pm
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 3864

Re: Fast replace of modules

Garm wrote:while holding a new module in mouse shift-click old one to loot it into inventory, then right-click to insert new one.
If I understand you correctly, I need to go into the machine GUI to do that. I'm asking for a way to do it without going into the machine GUI.
by Holy-Fire
Wed Jan 29, 2014 6:26 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 30554

Re: Module Reballance

I understand your objections, and I will try to explain why we did the limitation to intermediate products.
(Note that this applies for assembling machines, all other machines that support modules have no limitation, currently: Mining drill, Furnace, Lab)

The problem is, that we have two different ...
by Holy-Fire
Tue Jan 28, 2014 8:28 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 6970

Fix the transport belts already

This is a thing that I (and possibly others) raised in the past, and I hope it will be solved already.

Each type of belt has a maximum theoretic throughput. According to sslik's measurements (some of which I've reproduced independently) these are roughly 12 items/s for basic belt, 20 for fast and ...
by Holy-Fire
Tue Jan 28, 2014 8:15 pm
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 3864

Fast replace of modules

When I have a row of machines which I want to load with modules, I can just select the modules, run between the machines and ctrl-click each.

However, if the machines already have modules and I want to place better modules instead, I can't do that. I have to open the GUI of each machine and clear ...
by Holy-Fire
Tue Jan 28, 2014 7:48 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 30554

Re: Module Reballance

We had a short talk about it, and this is the resolution we agreed on:

- Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.


Intermediate products for this purpose ...
by Holy-Fire
Wed Jan 22, 2014 8:07 am
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 6726

Re: [0.8.8] Production stats way off

Reported for quite a long time.
https://forums.factorio.com/forum/viewtopic.php?f=7&t=1914
Seen this report, but I thought the title and description weren't clear enough. Also it focused on a different problem.

The thing is, those values (I think it applies to power as well) are not exact values ...
by Holy-Fire
Tue Jan 21, 2014 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 6726

[0.9.2] Production stats way off

The production stats opened by pressing "P" seem to be way off. Hard to say what is wrong when almost nothing there is right.

e.g., when "5s" is chosen, it shows "59" on the copper plate icon, which I suppose should mean I've produced 59 copper plates in the past 5 seconds. It then shows 393.3/m ...
by Holy-Fire
Tue Jan 21, 2014 9:23 pm
Forum: Ideas and Suggestions
Topic: Accumulator priority based on charge level
Replies: 19
Views: 11993

Re: Accumulator priority based on charge level

I support this, except for the hardcoded 50%.
If it gets in, it should be configurable; either per network or per accumulator, preferably both (accu settings first, defaults to network settings if none).
I want it to be configurable as much as the next guy, but adding a new interface element is ...

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